Welcome to C&C Retarded, the best mod ever made: EVER... C&C Retarded is the latest of the "Retarded" Mod Series that I began back with C&C Generals: Zero Hour. Something about this mod you should know, is that it is completely made by one dude, me, TheGunrun. I find that working alone allows me to create what ever the hell I want with out people bitching. Download my mod and find out why I still make this. This mod contains so much "hella f*ckin' balls-to-the-walls awesome" you will regret not having played it sooner. Every game you play will be epic, never before has a command and conquer title been able to produce as much POWER AND CHAOS.

Report abuse C&C Retarded v2.1
Filename
CNCRetardedv2.1.zip
Type
Full Version
Uploader
TheGunrun
Date
Oct 7th, 2007
Size
2.23mb (2,334,321 bytes)
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Description

Overall Changes: All Tiberium Refineries / Extractors will give you $500 every 12 seconds. The build radius of all Cranes and Construction Yards has been increased. Cranes are able to construct base defenses and more Cranes. All factions can construct Walls. The EA logo has been replaced. A faction known as the “Unholy Alliance” has been added. The Unholy Alliance begins will all MCVs. Each faction now begins the game with starting units. The music in the game menus has been changed. All mini-MCVs (Emissary, Explorer, and Surveyor) deploy in half the normal time. The Mutants Marauders have been buffed. Tiberium Spikes now give the player $69 a second. All MCVs when undeployed have build radius. GDI and Nod Construction Yards no longer provide radar to the player. Command Posts and Operation Centers now supply the player's radar. Nod and GDI Engineers now come with three repair drones. The player can now construct buildings on his/her Allies' Mini-MCV and Crane. A Tribute...


Overall Changes:
All Tiberium Refineries / Extractors will give you $500 every 12 seconds.
The build radius of all Cranes and Construction Yards has been increased.
Cranes are able to construct base defenses and more Cranes.
All factions can construct Walls.
The EA logo has been replaced.
A faction known as the “Unholy Alliance” has been added. The Unholy Alliance begins will all MCVs.
Each faction now begins the game with starting units.
The music in the game menus has been changed.
All mini-MCVs (Emissary, Explorer, and Surveyor) deploy in half the normal time.
The Mutants Marauders have been buffed.
Tiberium Spikes now give the player $69 a second.
All MCVs when undeployed have build radius.
GDI and Nod Construction Yards no longer provide radar to the player. Command Posts and Operation Centers now supply the player's radar.
Nod and GDI Engineers now come with three repair drones.
The player can now construct buildings on his/her Allies' Mini-MCV and Crane.

A Tribute System known as The Tiberium Recycling System has been implemented:
All Factions will be able to recycle unneeded Tiberium and place it back onto any field for their allies to harvest. These recycled packages will come in the form of 500, 5000 and 10000 value crystal formations. Each package will cost 10% more than you will get from re-harvesting them. (A crystal formation that will yield 500 when harvested will cost 550 to place, a 1000 will cost 1100 to place, etc) These recycled crystals formations will be buildable under the support structures tab.

GDI:

Starting Units-
Surveyor, Rifle Soldier Squad, Predator Tank, and Pitbull.

Infantry Changes-
Snipers always one hit kill infantry.
Zone Troopers take less time to be made.
Zone Troopers are able to fire at air units.
The Rifleman's dig-in now comes with a Watch Tower defense.
Grenadiers cost less and take less time to be made.
The player can now create more than one Commando.

Vehicle Changes-
Mammoth Tanks have been made faster and more difficult to destroy.
Juggernauts have been made more powerful and its build time has been changed to be the same as the Mammoth.
The APC is cheaper and can now hold two different infantry squads.
Rigs cost less and have been made more difficult to destroy.
Predator Tanks build faster and cost less.
Juggernauts and Mammoth Tanks move faster.
Pitbulls cost less and build faster.

Aircraft Changes-
Orcas take on a Venom like quality. No longer does it require a spot on the airfield nor does it need to reload.
Firehawks deal twice as much damage.

Structure Changes-
Barracks comes with two complimentary Watchtower deferences.
The Anti-Air Gun Turret now deals double damage.

Superweapon Changes-
A new Superweapon called the “Liquid Tiberium Bomb” has been implemented. It is obtainable at the Space Uplink Building. This weapon does massive and destroys all things Tiberium. The money required to use this weapon is $45,000.
Ion Cannon now only takes 2.5 minutes to fire.

Nod:

Starting Units-
Emissary, Nod Soldiers, Stealth Tank, and Scorpion Tanks.

Infantry Changes-
The Militant Squads have been replaced with Nod Soldiers. They can fire at air.
Shadow Teams instant kill all infantry and their bombs have been made more powerful.
Black Hands have been made much more powerful.
Fanatics now cost less and take little time to make.

Vehicle Changes-
Buggys and Bikes cost less and take little time to construct.
Beam Cannons fire faster and take less time to construct.
Avatars have been made much more powerful, they now can fire at aircraft.

Aircraft Changes-
Venoms have been renamed to Vipers. They are now more powerful.
Vertigo Bomber deals twice as much damage.

Structure Changes-
All hub defenses carry five of the defense instead of three.
The Temple of Nod comes with five complimentary Obelisks of Light.
The Obelisk of Light now fires at aircraft. It is also much more powerful.

Superweapon Changes-
The Nuclear Missile has been amplified extremely, Massive Damage.
Timer on the Seed Tiberium power has been shortened.

Scrin:

Starting Units-
Explorer, Jobbers, Gun Walker, and Seeker Tanks.

Infantry Changes-
Jobbers(Buzzers) now deal damage to vehicles and structures. They will die instantly when hit by anything. They also can move over water.

Vehicle Changes-
All hover vehicles now can travel over water and some cliffs.
Tripods can now fire at air.

Aircraft Changes-
Mothership's speed has been doubled.
The MCV flies at a much higher altitude.

Structure Changes-
The Scrin AA Structure deals much more damage.
When a Signal Transmitter is constructed the player will lose all fog of war.
Growth Accelerators now accele

Comments
dead_avengers
dead_avengers Oct 26 2007, 3:58am says:

Hey men! i was playing skirmish with the Unholy Alliance but when i reached the base the three MCVs did not move even millimeters. I won the game destroying only three MCVs.

+1 vote     reply to comment
Firefly919
Firefly919 Nov 12 2007, 9:05am replied:

The readme states "Unholy Alliance faction has been added, all three sides all at once. (No AI compatiblity)"

+1 vote     reply to comment
wlknsl
wlknsl Jan 20 2008, 2:56pm says:

I was woundering is it possible to make the tiberium growth extend beyond its designated radius, like it did in tiberium dawn, it just kept growing and growing half way across the map, that was ace units just use to get destroyed before even making it to the enemy base, anyway keep up the good work.

+1 vote     reply to comment
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Platform
PC
Developed By
TheGunrun
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Official Page
Cncretarded.com
Release Date
Coming Dec 8, 2008
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